Glad you found us dammitbiscuit. I was working on Tas too maybe we can combine ideas.
[sblock=Tasselhoff Burrfoot]
[sblock=Game Info]
Race: Kender (using halfling)
Class: Handler (using rogue)
Level: 6
Alignment: Neutral Good
Languages: Common, Kenderspeak, Hill Dwarf
Deity: all the good ones[/sblock]
[sblock=Abilities]
Code:
STAT PTS START RACE ADJ LVL ADJ MAGIC ADJ TOTAL
STR: 02 12 -2 0 0 10
DEX: 10 16 +2 +1 0 19
CON: 05 14 +0 0 0 14
INT: 03 13 +0 0 0 13
WIS: 00 10 +0 0 0 10
CHA: 05 14 +2 0 0 16
[/sblock]
[sblock=Combat]
HP: 60 = [6d8=48] + 12 (CON) + 00 (favored class)
AC: 17 = 10 + 2 (armor) + 4 (DEX) + 1 (size)
AC Touch: 15 = 10 + 4 (DEX) + 1 (size)
AC Flatfooted: 13 = 10 + 2 (armor) + 1 (size)
INIT: +4 = +4 (DEX)
BAB: +4 = +4 (Rogue)
CMB: +7 = +4 (DEX) + 4 (BAB) - 1 (size)
CMD: 17 = 10 + 0 (STR) + 4 (DEX) + 4 (BAB) - 1 (size)
Fort: +4 = +1 (Rogue) + 2 (CON) + 1 (racial)
Reflex: +9 = +4 (Rogue) + 4 (DEX) + 1 (racial)
Will: +2 = +1 (Rogue) + 0 (WIS) + 1 (racial)
Speed: 20'
Damage Reduction: None
Spell Resistance: None
Spell Failure: 00%[/sblock]
[sblock=Weapon Stat]
Hoopak(melee):
Attack: +6 = +4 (BAB) + 0 (STR) + 2 (magic)
Damage: 1d4+2(B) = +0 (STR) + 2 (magic); CRIT 20x2
Rabbit Slayer(melee):
Attack: +8 = +4 (BAB) + 0 (STR) + 4 (magic)
Damage: 1d3+4(PorS) = +0 (STR) + 4 (magic); CRIT 17-20x2
Hoopak(ranged):
Attack: +09= +4 (BAB) + 4 (DEX) + 2 (magic) - 1 (stone)
Damage = 1d4+2(B) = +0 (STR) + 2 (magic) ; CRIT 20x3, Range: 80 ft.
Rabbit slayer(ranged):
Attack: +12= +4 (BAB) + 4 (DEX) + 4 (magic)
Damage = 1d3+4(P) = +0 (STR) + 4 (magic); CRIT 17-20x2, Range: 10 ft.[/sblock]
[sblock=Racial Traits]
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.[/sblock]
[sblock=Class Features]
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack:
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Rogue Talents:
2nd lvl: Trapspotter
4th lvl: Agile Maneuvers
6th lvl: Improved Steal
Advanced Talents
At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.
Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.[/sblock]
[sblock=Feats & Traits]
1st lvl: Taunt
3rd lvl: Combat Expertise
5th lvl: Well Prepared
Traits:
a) Poverty Stricken
b) Heirloom Weapon (halfling staff sling) prof with weapon[/sblock]
[sblock=Skills]
Skill Ranks: 60 = [8 (Class) + 1 (INT)] x 6 (LvL) + 6 (favored class bonus)
Max Ranks: 6
ACP: -0
Skills:
() = class skill
^ = trained only
Code:
Total Stat Rank CS Misc ACP
+15 = Acrobatics() +04 +06 +3 +02 -0 DEX
+05 = Appraise() +01 +01 +3 +00 INT
+12 = Bluff() +03 +06 +3 +00 CHA
+08 = Climb() +00 +03 +3 +02 -0 STR
+01 = Craft():_______ +01 +00 +0 +00 INT
+07 = Diplomacy() +03 +01 +3 +00 CHA
+18 = Disable Device()^ +04 +06 +3 +05 -0 DEX
+07 = Disguise() +03 +01 +3 +00 CHA
+10 = Escape Artist() +04 +03 +3 +00 -0 DEX
+04 = Fly +04 +00 +0 +00 -0 DEX
+na = Handle Animal^ +03 +00 +0 +00 CHA
+00 = Heal +00 +00 +0 +00 WIS
+03 = Intimidate() +03 +00 +0 +00 CHA
+na = Know:Arcana^ +01 +00 +0 +00 INT
+05 = Know:Duneroneering()^ +01 +01 +3 +00 INT
+na = Know:Engineering^ +01 +00 +0 +00 INT
+02 = Know:Geography^ +01 +01 +0 +00 INT
+05 = Know:History^ +01 +01 +3 +00 INT
+07 = Know:Local()^ +01 +03 +3 +00 INT
+na = Know:Nature^ +01 +00 +0 +00 INT
+na = Know:Nobility^ +01 +00 +0 +00 INT
+na = Know:Planes^ +01 +00 +0 +00 INT
+na = Know:Religion^ +01 +00 +0 +00 INT
+na = Linguistics()^ +01 +00 +0 +00 INT
+11 = Perception() +00 +06 +3 +02 WIS
+03 = Perform():________ +03 +00 +0 +00 CHA
+na = Profession()^:_______ +00 +00 +0 +00 WIS
+04 = Ride +04 +00 +0 +00 -0 DEX
+04 = Sense Motive() +00 +01 +3 +00 WIS
+na = Sleight of Hand()^ +00 +06 +0 +00 -0 DEX
+na = Spellcraft^ +01 +00 +0 +00 INT
+17 = Stealth() +04 +06 +3 +04 -0 DEX
+10 = Survival() +00 +06 +3 +01 WIS
+04 = Swim() +00 +01 +3 +00 -0 STR
+07 = Use Magic Device()^ +03 +01 +3 +00 CHA
_
[/sblock]
[sblock=Equipment]
Code:
Item Cost Weight
blue leggings free 0lb
leather armor 10gp 7.5lb
hoopak(see below) priceless 1.5lb
Rabbit Slayer priceless 1lb
mw thieves tools 100gp 2lb
leather map case 1gp .5lb
- full of maps varies 0lb
Shoulder bags x2 2sp 1lb
(treat as normal size sacks)
- contents vary varies 2lb
Bedroll 1sp 1.25lb
rope,(hemp 25') 5sp 5lb
total weight carried: 21.75lb
Treasure:
STL - 4
SP - 3
CP - 0
Gems: none
Jewerly: Tanis's ring (though Tas doesn't know he has it)
Magic:
Uncle Trapspringer's Hoopak - +2 halfling staff sling of speed, Special: heirloom weapon with permanent nondetection(CL20)
Carrying Capacity:
Code:
Load Normal
light: 000.00-024.75 lbs
medium: 025.00-049.50 lbs
heavy: 049.75-075.00 lbs
[/sblock]
[sblock=Details]
Size: Small
Gender: Male
Age: 38(actual)/14(apparent)
Height: 3'-9"
Weight: 85lbs
Hair Color: brown (worn in a tassle)
Eye Color: brown
Skin Color: light, long scar on right elbow
Personality: Tasslehoff's most endearing - and frustrating - characteristic is his insatiable curiosity and fearlessness. These traits often get him into trouble. His curiosity frequently drives him to see what other people have in their pockets and packs (Raistlin, in particular, hates this), and he can easily forget that he has "borrowed" a particular item. He collects odds and ends - he will never pass up a chance to acquire a map of any description - and often surprises himself with what he has in his pockets. He loves legends, songs, and stories, and collects riddles, puzzles, and enigmas as avidly as he collects maps. He has a 5% Legend Lore chance to know something useful on any subject. His map collection is varied and mostly useless. Many of his maps are pre-Cataclysm. He is as likely to collect a map for its beauty as for its usefulness.
Although it is hard to get a kender depressed because of his fearlessness, Tasslehoff is saddened by death and destruction, and can be in awe of anything truly magnificent. His fearlessness does not keep him from being logical about danger, though his curiosity can sometimes overcome his reason. [/sblock]
[sblock=Background]Tasslehoff Burrfoot is a Kender, a diminutive race found throughout the world of Krynn. Like all kender, he left home at the age of 18 because he was stricken by wanderlust, the uncontrollable urge to travel and make the great map of every land. No kender in wanderlust has ever completed the "great map," but most kender have great collections of maps, some useful, most obsolete. Tasslehoff is no exception. Tas's map was especially confused by an unfortunate incident with a magic ring of teleportation that kept transporting him to unknown lands without notice. No one but Tas ever saw the ring - or believed the story, either.
Tasslehoff was born somewhere in northern Ergoth, and is a member of the Stoat clan of kender. His parents traveled in the Haven/Solace region, where they studied the lives of the plainsmen. (What the plainsmen thought of the kender is nowhere recorded.) Tas acquired skills as a "handler" (the word "thief" is considered impolite), and used it extensively to satisfy his curiosity about everything. It was that curiosity that led to him taking a bracelet from Flint Fireforge's stall at a market. Flint was outraged, but Tanis decided he liked the little kender, and so they all became friends. (Flint, although he has never said a nice word about the kender, actually likes him a good deal.) [/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 7
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock][/sblock]
_______________________________________
Had to play Rasitlin down as having fireballs in this adventure would make it a walk in the park.
It also fit his story.
HM